Documentation
¶
Overview ¶
Package PhysicalBone3D provides methods for working with PhysicalBone3D object instances.
Index ¶
- type Advanced
- type Any
- type DampMode
- type Implementation
- type Instance
- func (self Instance) AngularDamp() Float.X
- func (self Instance) AngularDampMode() gdclass.PhysicalBone3DDampMode
- func (self Instance) AngularVelocity() Vector3.XYZ
- func (self Instance) ApplyCentralImpulse(impulse Vector3.XYZ)
- func (self Instance) ApplyImpulse(impulse Vector3.XYZ)
- func (self Instance) AsCollisionObject3D() CollisionObject3D.Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsNode3D() Node3D.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsPhysicalBone3D() Instance
- func (self Instance) AsPhysicsBody3D() PhysicsBody3D.Instance
- func (self Instance) BodyOffset() Transform3D.BasisOrigin
- func (self Instance) Bounce() Float.X
- func (self Instance) CanSleep() bool
- func (self Instance) CustomIntegrator() bool
- func (self Instance) Friction() Float.X
- func (self Instance) GetBoneId() int
- func (self Instance) GetSimulatePhysics() bool
- func (self Instance) GravityScale() Float.X
- func (self Instance) IsSimulatingPhysics() bool
- func (self Instance) JointOffset() Transform3D.BasisOrigin
- func (self Instance) JointRotation() Vector3.XYZ
- func (self Instance) JointType() gdclass.PhysicalBone3DJointType
- func (self Instance) LinearDamp() Float.X
- func (self Instance) LinearDampMode() gdclass.PhysicalBone3DDampMode
- func (self Instance) LinearVelocity() Vector3.XYZ
- func (self Instance) Mass() Float.X
- func (self Instance) SetAngularDamp(value Float.X)
- func (self Instance) SetAngularDampMode(value gdclass.PhysicalBone3DDampMode)
- func (self Instance) SetAngularVelocity(value Vector3.XYZ)
- func (self Instance) SetBodyOffset(value Transform3D.BasisOrigin)
- func (self Instance) SetBounce(value Float.X)
- func (self Instance) SetCanSleep(value bool)
- func (self Instance) SetCustomIntegrator(value bool)
- func (self Instance) SetFriction(value Float.X)
- func (self Instance) SetGravityScale(value Float.X)
- func (self Instance) SetJointOffset(value Transform3D.BasisOrigin)
- func (self Instance) SetJointRotation(value Vector3.XYZ)
- func (self Instance) SetJointType(value gdclass.PhysicalBone3DJointType)
- func (self Instance) SetLinearDamp(value Float.X)
- func (self Instance) SetLinearDampMode(value gdclass.PhysicalBone3DDampMode)
- func (self Instance) SetLinearVelocity(value Vector3.XYZ)
- func (self Instance) SetMass(value Float.X)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
- type JointType
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type DampMode ¶
type DampMode = gdclass.PhysicalBone3DDampMode //gd:PhysicalBone3D.DampMode
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
type Instance [1]gdclass.PhysicalBone3D
The [PhysicalBone3D] node is a physics body that can be used to make bones in a [Skeleton3D] react to physics. [b]Note:[/b] In order to detect physical bones with raycasts, the [member SkeletonModifier3D.active] property of the parent [PhysicalBoneSimulator3D] must be [code]true[/code] and the [Skeleton3D]'s bone must be assigned to [PhysicalBone3D] correctly; it means that [method get_bone_id] should return a valid id ([code]>= 0[/code]).
See [Interface] for methods that can be overridden by a [Class] that extends it.
%!(EXTRA string=PhysicalBone3D)
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AngularDamp ¶
func (Instance) AngularDampMode ¶
func (self Instance) AngularDampMode() gdclass.PhysicalBone3DDampMode
func (Instance) AngularVelocity ¶
func (Instance) ApplyCentralImpulse ¶
func (Instance) ApplyImpulse ¶
func (Instance) AsCollisionObject3D ¶
func (self Instance) AsCollisionObject3D() CollisionObject3D.Instance
func (Instance) AsPhysicalBone3D ¶
func (Instance) AsPhysicsBody3D ¶
func (self Instance) AsPhysicsBody3D() PhysicsBody3D.Instance
func (Instance) BodyOffset ¶
func (self Instance) BodyOffset() Transform3D.BasisOrigin
func (Instance) CustomIntegrator ¶
func (Instance) GetSimulatePhysics ¶
func (Instance) GravityScale ¶
func (Instance) IsSimulatingPhysics ¶
func (Instance) JointOffset ¶
func (self Instance) JointOffset() Transform3D.BasisOrigin
func (Instance) JointRotation ¶
func (Instance) JointType ¶
func (self Instance) JointType() gdclass.PhysicalBone3DJointType
func (Instance) LinearDamp ¶
func (Instance) LinearDampMode ¶
func (self Instance) LinearDampMode() gdclass.PhysicalBone3DDampMode
func (Instance) LinearVelocity ¶
func (Instance) SetAngularDamp ¶
func (Instance) SetAngularDampMode ¶
func (self Instance) SetAngularDampMode(value gdclass.PhysicalBone3DDampMode)
func (Instance) SetAngularVelocity ¶
func (Instance) SetBodyOffset ¶
func (self Instance) SetBodyOffset(value Transform3D.BasisOrigin)
func (Instance) SetCanSleep ¶
func (Instance) SetCustomIntegrator ¶
func (Instance) SetFriction ¶
func (Instance) SetGravityScale ¶
func (Instance) SetJointOffset ¶
func (self Instance) SetJointOffset(value Transform3D.BasisOrigin)
func (Instance) SetJointRotation ¶
func (Instance) SetJointType ¶
func (self Instance) SetJointType(value gdclass.PhysicalBone3DJointType)
func (Instance) SetLinearDamp ¶
func (Instance) SetLinearDampMode ¶
func (self Instance) SetLinearDampMode(value gdclass.PhysicalBone3DDampMode)
func (Instance) SetLinearVelocity ¶
func (*Instance) UnsafePointer ¶
type Interface ¶
type Interface interface { //Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it is called before the standard force integration, but the [member custom_integrator] property allows you to disable the standard force integration and do fully custom force integration for a body. IntegrateForces(state [1]gdclass.PhysicsDirectBodyState3D) }